Borderlands-style weapon system

Post » Mon Apr 26, 2010 9:52 am

According to Gearbox [game developer], there are over 17,750,000 different variations of weapons, as of release. The game uses a procedural process to generate its various guns in certain classes, such as handguns, shotguns, assault rifles, sniper rifles, and more, but with many variations of firing speed, reload speed, damage type and more.


It uses a system of parts of the weapon. There's numerous models for each of these parts & these are randomly put together to produce the weapon, with stats to match the parts used.

Now it's used for guns in Borderlands, but I can see this being applied to swords/bows/battleaxes .etc & it could result in a large range of unique weapons.

What're peoples' thoughts on this being implemented in Skyrim? Positive or negative?
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kiss my weasel
 
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Post » Mon Apr 26, 2010 4:48 pm

I dont know. with abow it will be what? bow and string. for a sword. blade and handle? with only 2 variable, it will be easy to just find the best weapon possible. but some amount of randomness would be appreciated
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Daniel Holgate
 
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Post » Mon Apr 26, 2010 2:11 am

I'd like to see something like that... but not all that much variety. :P

It would be cool to craft weapons with something like that.
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Yama Pi
 
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Post » Mon Apr 26, 2010 1:29 pm

No, while it worked fairly well in borderlands (I do love borderlands) I really really want handplaced and unique stuff in SKyrim, anything randomized scares me, alot ^^
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Elizabeth Davis
 
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Post » Mon Apr 26, 2010 6:20 am

I would prefer something like Diablo or Morrowind, where there are standard weapon types (e.g. iron shortsword), then variations on those (e.g. rusted iron shortsword, fine iron shortsword). A Borderlands-like system would be cool for randomizing some of the enchanted stuff, but what I'd really like to see are lots of dev-crafted unique items. :twirl:
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renee Duhamel
 
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Post » Mon Apr 26, 2010 11:35 am

Im not gonna vote, but I'd say no. All the weapons felt the same and looked the same, only with varried effects and dmg. It was rather boring, boss fights in the game where fun though when it took everything you had to kill one.
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Benjamin Holz
 
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Post » Mon Apr 26, 2010 6:13 pm

Doesn't it seem like a more worthwhile experience when you can come out of a dungeon with choices, instead of duplicates. You have random weapons that might offer the bonuses you're looking for. But the fuddy-duds here say no! I want to know where the best weapons are. Well, you can. You can have named, quest related, difficult to obtain cake and eat it too. You know where to look for what you want and may be surprised to find something better along the way.
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:)Colleenn
 
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Post » Mon Apr 26, 2010 6:56 am

With a bit of creativity, a lot of parts could be used for a blade: Handle, determines speed of the weapon, Grip, determines blocking ability with the weapon, Blade, has two factors, damage and length, and enchantment, which could be anything. Similar things could be done with any other weapon, except perhaps for bow, but then with that you also have arrows.
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Kelly Upshall
 
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Post » Mon Apr 26, 2010 4:53 pm

Doesn't it seem like a more worthwhile experience when you can come out of a dungeon with choices, instead of duplicates. You have random weapons that might offer the bonuses you're looking for. But the fuddy-duds here say no! I want to know where the best weapons are. Well, you can. You can have named, quest related, difficult to obtain cake and eat it too. You know where to look for what you want and may be surprised to find something better along the way.

...Did you just call me a fuddy-dud? ^^ And yea you're right, it is possible have both, I just fear that if they did do a system like this, they'd forget to handplace artifacts around the world.. but hey maybe. Even they DID do a similiar system to this, a potenial crafting mechanic would be quite possible aswell.
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Jeff Turner
 
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Post » Mon Apr 26, 2010 12:08 pm

I would prefer something like Diablo or Morrowind, where there are standard weapon types (e.g. iron shortsword), then variations on those (e.g. rusted iron shortsword, fine iron shortsword).


Diablo II items had preset effects but their many magnitudes varied and were completely random in nature. In fact borderlands weapon system has been compared to it quite a lot.
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Jay Baby
 
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Post » Mon Apr 26, 2010 2:58 pm

Yes but I hope to Talos that my character will be able to carry 900wg if thats the case. With an extensive repertoire of feather spells I might add.
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Benjamin Holz
 
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Post » Mon Apr 26, 2010 6:12 am

its a good idea I just cant imagine that working with melee weapons
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Kirsty Collins
 
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Post » Mon Apr 26, 2010 8:13 am

While it would be cool, I think it wouldn't work as well for this game.

It wouldn be pretty sweet, and make it more worth while to dungeon dive, I just think that having over 9,000 variations on each weapon would get easily cluttered in a personal storage crate. Instead of having 10 steel swords stacked ontop of each other in a crate, it says each sword individually, making it more time consuming to search through, and probably loading each individual thing when opening a storage crate might take a while.


I remember seeing Fine Steel weapons in Oblivion. I think it would be cool if they did more stuff with the quality of material. So you can have an Ebony Longsword, and then the more rare Fine Ebony Longsword, which is more valuable and does more damage.
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Samantha Mitchell
 
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Post » Mon Apr 26, 2010 6:20 pm

I'd like to see something like that... but not all that much variety. :P

It would be cool to craft weapons with something like that.


I think that would be to much like WoW... would be cool though if you could place an order at the local blacksmith.
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Kelly Upshall
 
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Post » Mon Apr 26, 2010 9:09 am

As long as we will see handmade and handplaced artifatcs, and unique weapons, then all the chests in caves and houses can use this system.

And I think that 17 millions of variations is way too much. Maybe each individual weapon/armor/cloth/trinket will have 6 different styles and stats.

I would also like if Luck playd a role in the quality of loot.
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Jake Easom
 
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Post » Mon Apr 26, 2010 11:12 am

Doesn't it seem like a more worthwhile experience when you can come out of a dungeon with choices, instead of duplicates. You have random weapons that might offer the bonuses you're looking for. But the fuddy-duds here say no! I want to know where the best weapons are. Well, you can. You can have named, quest related, difficult to obtain cake and eat it too. You know where to look for what you want and may be surprised to find something better along the way.

Do you realize that by playing Borderlands, you spend nearly a third of your time checking weapon stats to determine which one is better?
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Adam Kriner
 
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Post » Mon Apr 26, 2010 1:34 pm

I wouldn't mind to see a system like that to get variances within types. Though I fear that with mixing and matching from top down you might end up with a ebony hilt on a rusted iron blade.
Witnessing all the odd combinations would cause more disbelief than the good variations that come out of it.


Daedric on fur anyone?
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Shannon Lockwood
 
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Post » Mon Apr 26, 2010 1:44 pm

Do you realize that by playing Borderlands, you spend nearly a third of your time checking weapon stats to determine which one is better?


Is examination really a burden? I'd prefer time spent looking at a huge stash of gear than wishing I had more.
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Kayla Keizer
 
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Post » Mon Apr 26, 2010 5:23 pm

I think it would be interesting to vary weapon stats and appearance in a modular fashion, but without going as far as Diablo style random enchantments. I think it would make things interesting. I never minded examining the stats in Borderlands, at least not as much as trying to figure out what exactly they meant.
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sam westover
 
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Post » Mon Apr 26, 2010 5:12 am

Considering most weapons in Borderlands were the sort that only netted a small profit and did little damage no. In fact that is how most of Oblivion weapons are (ohh +5 fire on all maurauders - wow) which svcks the magic out of it.

No No No. Just more glut/junk.

What I'd like to see is more enchanting and crafting options (like Gothic3 actually).
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Dan Scott
 
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Post » Mon Apr 26, 2010 4:18 pm

I dont know. with abow it will be what? bow and string. for a sword. blade and handle? with only 2 variable, it will be easy to just find the best weapon possible. but some amount of randomness would be appreciated

No.

bow:
limb (2x)
belly
string
silencer (optional)
site (optional)
TYPE: compound, recurve, straight, composite, etc.

sword:
grip
pommel
crossguard
blade (with or without fuller, with or without two sharpened edges, central ridge)

I voted yes. It could be cool to see a lot of variety.
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James Baldwin
 
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Post » Mon Apr 26, 2010 2:46 pm

Im not gonna vote, but I'd say no. All the weapons felt the same and looked the same, only with varried effects and dmg. It was rather boring, boss fights in the game where fun though when it took everything you had to kill one.


As I recall there were actually few meshes but lots of variation thru base color and stats. I would rather have more meshes with the 'same' stats.
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Sammykins
 
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Post » Mon Apr 26, 2010 6:14 am

I would prefer something like Diablo or Morrowind, where there are standard weapon types (e.g. iron shortsword), then variations on those (e.g. rusted iron shortsword, fine iron shortsword). A Borderlands-like system would be cool for randomizing some of the enchanted stuff, but what I'd really like to see are lots of dev-crafted unique items. :twirl:


Yes, this. One of my biggest hopes is that Bethesda incorporates a loot system like Diablo's that generates thousands and thousands of variations for swords, maces, bows , etc.

I would never run out of loot, and throw in about 500 unique ones in the loot lists and I'll love you forever and ever Bethesda :D
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Code Affinity
 
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Post » Mon Apr 26, 2010 4:52 am

bow:
...
silencer (optional)


I'm suspicious of this..
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Cool Man Sam
 
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Post » Mon Apr 26, 2010 4:26 pm

As much as I love Borderlands, no, that system didn't end up making any of the weapons feel TRULY unique, because the only difference between most was simply a few more points in the same stat, or a different scope. Later on in the game, you would literally end up getting a weapon that was better than yours by only a single point, while it had all the same stats.
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Bambi
 
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